_xiaofang/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs

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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement_Jpystick : MonoBehaviour
{
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public FixedJoystick joystick; // <20><><EFBFBD><EFBFBD> Fixed Joystick
public Transform cameraTransform; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Transform
public float moveSpeed = 5f;
public CharacterControl characterControl;
private CharacterAin Characterain;
public Camera mainCamera;
private Rigidbody rb;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> FOV <20><><EFBFBD>ر<EFBFBD><D8B1><EFBFBD>
public float normalFOV = 60f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>FOV
public float sprintFOV = 120f; // <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>FOV
public float fovChangeSpeed = 2f; // FOV<4F>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
private bool IsMoving = false;
//<2F>ܲ<EFBFBD><DCB2>л<EFBFBD><D0BB><EFBFBD>ʱ<EFBFBD><CAB1>
private float MoveTime = 0f;
//<2F><>·<EFBFBD><C2B7>ʱ<EFBFBD><CAB1>
public float walkTime;
//<2F>ܵ<EFBFBD>ʱ<EFBFBD><CAB1>
public float runTime;
//<2F>ܲ<EFBFBD>ʱƽ<CAB1><C6BD><EFBFBD>л<EFBFBD>fov
private float targetFOV;
private void Start()
{
characterControl = GetComponent<CharacterControl>();
Characterain = GetComponent<CharacterAin>();
rb = GetComponent<Rigidbody>();
}
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void Update()
{
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// 1. <20><>ȡҡ<C8A1><D2A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float horizontal = joystick.Horizontal;
float vertical = joystick.Vertical;
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// 2. ת<><D7AA>Ϊ<EFBFBD><CEAA>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˮƽ<CBAE><C6BD>)
Vector3 inputDirection = new Vector3(horizontal, 0f, vertical);
// 3. <20><>ȡ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7B7BD>
Vector3 cameraForward = cameraTransform.forward; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Vector3 cameraRight = cameraTransform.right; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҷ<EFBFBD><D2B7><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB>Ҫˮƽ<CBAE><C6BD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD><CDB7>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cameraForward.y = 0;
cameraRight.y = 0;
cameraForward.Normalize();
cameraRight.Normalize();
// 4. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>յ<EFBFBD><D5B5>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
Vector3 moveDirection = (cameraRight * horizontal + cameraForward * vertical).normalized;
if (Mathf.Abs(vertical) > 0.01f || Mathf.Abs(horizontal) > 0.01f)
{
if (MoveTime < (walkTime + runTime + 0.1f))
{
MoveTime += Time.deltaTime;
}
}
// 5. Ӧ<><D3A6><EFBFBD>ƶ<EFBFBD>
if (moveDirection.magnitude > 0.1f)
{
// ʹ<><CAB9><EFBFBD>ٶ<EFBFBD><D9B6>ƶ<EFBFBD><C6B6><EFBFBD>ɫ
Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.fixedDeltaTime;
rb.MovePosition(newPosition);
MoveState();
// ʹ<><CAB9>ɫ<EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>
Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 720 * Time.deltaTime);
}
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}
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public void MoveState()
{
if (MoveTime < walkTime) // <20><><EFBFBD><EFBFBD>
{
Characterain.SetPlayerState(CharacterState.SlowWalk);
targetFOV = normalFOV; // <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>FOVΪ<56><CEAA><EFBFBD><EFBFBD>ֵ
}
else if (MoveTime < (walkTime + runTime)) // <20><>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD>
{
Characterain.SetPlayerState(CharacterState.walk);
targetFOV = normalFOV + 30f; // <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>FOVΪ<56><CEAA><EFBFBD><EFBFBD>ֵ
}
else // <20><><EFBFBD><EFBFBD>
{
Characterain.SetPlayerState(CharacterState.run);
targetFOV = sprintFOV; // <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>FOVΪ<56><CEAA><EFBFBD><EFBFBD>ֵ
}
// ʹ<>ò<EFBFBD>ֵƽ<D6B5><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>FOV
mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, targetFOV, fovChangeSpeed * Time.deltaTime);
}
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}